Wyrmknave

QQParanormal

Sep 2nd, 2012
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  1. **Path of the Slayer**
  2. A Slayer is essentially a normal human with the skill, guts, know-how, and equipment to stand shoulder to shoulder with - and more importantly, stand up against - the more paranormal and supernatural things that inhabit the world.
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  4. A Slayer may spend no more than 17 points on their abilities. Each ability maxes out at 10 and has a minimum of 1.
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  6. *Slayer Hook - Resolve*
  7. Slayers have acess to Resolve. Resolve represents their sheer tenacity and force of will, and allows a Slayer to perform extraordinary feats. A point of Resolve may be spent to increase the threshold of a check by 10, re-attempt a failed check, take an additional move in a turn, or take a turn earlier in the initiative order. A Slayer regains a point of Resolve for every four points of damage taken in a single attack, and regains three points after losing a conflict (to qualify, this conflict must either pertain to reaching the Slayer's goal or have threatened the Slayer's life). A Slayer's Resolve is fully restored after three consecutive hours of training. A Slayer begins the game with a full Resolve of 10.
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  9. *Slayer Advantages*
  10. Bite of Another (5) - This advantage must be taken when a Slayer is sired as a Werewolf. It cannot be taken at character creation. You lose access to Resolve and lose all Slayer-specific Advantages (Though you keep any outstanding benefits or drawbacks, subject to GM fiat). You gain acess to Control and have as many points to spend on Werewolf-specific Advantages as you spent on Slayer-specific Advantages (not including this one)
  11. Crazy Prepared (3) - Gain 7 Equipment Points
  12. Dhampir (4) - One of your parents was a vampire. For every time you purchase this advantage, you may purchase up to two Vampire-exclusive advantages. For every time you purchase this advantage, you suffer 1 point of damage for every ten minutes spent in direct sunlight. This advantage can only be purchased at character creation.
  13. Get Back Up (3) - When you would be knocked out, you can choose to spend 1 Resolve to stand back up with a single hit point on your next turn.
  14. What A Horrible Night (5) - This advantage must be taken when a Slayer is sired as a Vampire. It cannot be taken at character creation. You lose access to Resolve and lose all Slayer-specific Advantages (Though you keep any outstanding benefits or drawbacks, subject to GM fiat). You gain acess to Blood and have as many points to spend on Vampire-specific Advantages as you spent on Slayer-specific Advantages (not including this one)
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  16. **Path of the Witch**
  17. A Witch is a human dedicated to the arcane arts. Generally, they borrow power from one or more patrons by sacrifice. What kind of sacrifice this is depends largely on the patron in question. Some ask only for the burning of incense. Some ask for blood.
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  19. A Witch may spend no more than 15 points on their abilities. Each ability maxes out at 10 and has a minimum of 1.
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  21. **Path of the Werewolf**
  22. A Werewolf is a human afflicted with lycanthropy, which causes them to transform into a half-human half-lupine state under a full moon, or when experiencing extreme emotion, stress, or injury. They have incredible strength under the surface, but they have to fight to stay in control of it.
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  24. A Werewolf may spend no more than 15 points on their abilities. Each ability maxes out at 10 and has a minimum of 1.
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  26. *Werewolf Hook - Control*
  27. A Werewolf has access to Control. Control represents how much power they have to keep their inner beast in check. When it is lost, they become monsters, but when it is surrendered sparingly, it allows them to use their curse for good. A point of Control can be spent to intentionally change into werewolf form while retaining control of your actions. Control is lost naturally whenever a Werewolf takes five or more points of damage in a single attack or experiences strong, unbridled emotion. When a full moon rises, all Control is lost, and the Werewolf becomes a beast. When a full moon sets, all Control is restored. Three hours of quiet meditation or relaxation or a full night's sleep restore a point of Control. A Werewolf begins the game with a full Control of 10.
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  29. *Werewolf Advantages*
  30. Protect your Pack (4) - When in bestial wolf form, you do not attack anyone your human self would recognise as a lover, close friend, or family member unless provoked. If you spend an additional 2 Character Points on this Advantage, you will go out of your way to protect them from perceived danger.
  31. Supreme Control (25) - If you begin meditating at midday and do not stop until the moon sets, you do not lose Control due to a full moon. If you take this advantage a second time, you do not need to meditate as long as you have at least 5 Control.
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  33. **Path of the Vampire**
  34. A Vampire is a human that has been embraced by another Vampire. They do not age beyond maturity, and are almost immortal, bar a few specific methods by which they can be killed. Their power is generally greater than that of a human, but they must drink blood to maintain both power and control.
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  36. A Vampire may spend no more than 20 points on their abilities. Sinew and Legerity max out at 12, while Reason and Spirit max out at 10. All abilities have a minimum of 1.
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